First, I for one accused you of nothing - I simply made an observation. Second, the guy who wrote that post is, well, wrong about a number of things. For one thing, charging for metatypes in Karmagen would make it well and truly borked because, due to curved costs, you'd be paying for your metatype twice - not a fair thing to do. It does, in effect, balance out except when playing directly against type - in which case the reduced potential is enough of an inhibition. Amount of Karma required would be a valid point but for the fact that changing the Karma budget is trivial.
His description would have you believing that RC is some universally reviled piece of trash that is almost always banned - does not meet with my observations. And, frankly, the tone in his post is a bit revealing - people who are angry are not dealing in the pure and honest truth, but rather one run through the filter of that emotion whether they want it to be or not (human memory kind of sucks that way). There are some issues with Metavariants (see: Oni), sure, but dismissing AI's and Free Spirits as unplayable is erroneous. AI's are as playable as Full Immersion characters - it takes some work, but in making that character choice you've signed on for that. The failure of Karmagen to account for playing some of these choices may be part of his issue, however. Haven't seen much of Free Spirits in play to fully comment on their playability, but nothing I can see would make them truly unplayable (save, perhaps, for the cost to play them).
In strict logical terms, authority does not equal accuracy. Form your own opinions. Karmagen, for its part, is seen by a lot of people as being far superior to BP - though I will note that as written, it fails to account for some of the options in RC, like shapeshifters.
Thirdly, I never said that you shouldn't adjust the relative cost of skills and attributes. I said that skills were the wrong lever to pull here - it is attribute costs that should be changed to a multiplier of about 6 or 7. Halving skill costs is a bad idea on its face, and you cannot simply use the number of skills the attribute can potentially influence as a barometer - to any real character, only a small number of those will actually be relevant.
The curved costs of karma have a clear and direct purpose - to nudge players into generalizing a bit more, so they're not screwed as soon as they need to do something outside of everyone's specialty. Converting things to a flat cost can cause some serious issues.
In the end, play the game before trying to "fix" it, because you need direct experience first so that you have an awareness of what might need to change - and I'd be saying that to anyone listing off a bunch of starting houserules for their first time playing the system, not just when they're coming from a number of misconceptions (like when you call the Matrix rules utterly broken).